#pragma once

#include "dut/Texture.h"

Dut::Texture::~Texture()
{
}

void Dut::Texture::PSSet(ID3D11DeviceContext* context, int startIndex, int numSlot)
{
    context->PSSetShaderResources(startIndex, numSlot, m_ShaderResourceView.GetAddressOf());
}

void Dut::Texture::VSSet(ID3D11DeviceContext* context, int startIndex, int numSlot)
{
    context->VSSetShaderResources(startIndex, numSlot, m_ShaderResourceView.GetAddressOf());
}

void Dut::Texture::CSSet(ID3D11DeviceContext* context, int startIndex, int numSlot)
{
    context->CSSetShaderResources(startIndex, numSlot, m_ShaderResourceView.GetAddressOf());
}

void Dut::Texture::GSSet(ID3D11DeviceContext* context, int startIndex, int numSlot)
{
    context->GSSetShaderResources(startIndex, numSlot, m_ShaderResourceView.GetAddressOf());
}
